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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
commit | 7fc26e0123e700113f340068a964c1a12133b7e1 (patch) | |
tree | 50a81047e60a7b8791181fb877915cee2a641ff2 /source/gameengine/Converter | |
parent | 81a8f3e88592e6a570ab7e2f844c298a320480f5 (diff) |
Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker:
"It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 7b9c5d4b4d6..35c319e263b 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -350,6 +350,8 @@ bool ConvertMaterial( // use lighting? material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT; + // cast shadows? + material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0; MTex *mttmp = 0; numchan = getNumTexChannels(mat); int valid_index = 0; |